1. What is this zip?

This zip was created for the convenience of all Quake speedrunners. It enhances the graphical settings JoeQuake (the speedrunning Quake engine) uses. It's designed so that after a few minutes of tweaking, you can enjoy a tarted up joequake (in the GL flavour)!

2. What's in this zip?

A general mishmash of textures and eye-candy stuff from different sources. I try to source whenever I know the source, however some textures I do not know the source of. If you see your texture in the pak, but you aren't sourced here, please send an e-mail to dex@speeddemosarchive.com. I will immediately source you in this textfile. Similarly, if you don't want your textures included, feel free to e-mail me. Bear in mind, however, that this is a collection of actually good files, so if you find your stuff here, it's very good and we like it. Also, if anything, getting your stuff posted in the pack will make visits to your website/knowledge of your projects more popular. :)

2.1 Why don't you use a pak file?

Some folders don't register right when put inside a .pak (Charsets, for example). Besides, if you want to actually change some texture, it's a lot more convenient this way. This lets me give you freedom in choosing the hud, for example.

2.2 Do you stick everything available into the zip?

Nope. I try to pick just the best stuff, though this is anything but a comprehensive pack.

If you feel you know/have made a texture/model/whatever that would enhance this package, just drop me an e-mail with the link to the file. If the staff deems it good enough, it'll get added to the package.

3. How to use this zip?

You'll have to unpack the zip file into the quake_root/joequake/ folder, preserving the directory structure.

Then, put graph.cfg in the folder you start with the -game parameter. Most commonly, this will be 'qdqs'. Then, after starting the game, write 'exec graph' in the console. To make changes stick, you can use 'cvar_savevars 2' or stick the 'exec graph' in autoexec.cfg.

You'll want to tweak some stuff. Refer to further points, where I describe elements of the pack (and sources of stuff).

4. Charset

What you'll see after the installation is a faithful charset by Moon[Drunk]. However, that's not the only charset I include. The faithful charset is named 'charset-0', the other charsets are named as 'charset-x', where x is from 1 to 10. To load a different charset, you need to change the first line in the graph.cfg file to load a different name of the charset. You can also use 'loadcharset charset-x' in-game to check how a charset looks. Some of them are tarted up and less readable, others are faithful, some are made for readability. There should be something for everyone. :)

Charsets require certain tweaking I cannot do by using the config file. You must know that to choose the resolution, -width and -height are used on the commandline. Now, that's all well and good, but you might find that the charsets are warped on widescreen setups, or the font is too small/too large to be readable. Well, there are counterparts to -width and -height when it comes to console&HUD, those are -conwidth and -conheight. Moon[Drunk] is ever so helpful on the subject, check around here: http://web.telia.com/~u47016112/quake/guides.html#charsets ; there's also a guide from Fuh: http://ezquake.sourceforge.net/docs/?fonts

Now, my resolution is 1680x1050 (widescreen). Typically, I use this as conwidth and conheight: -conwidth 560 -conheight 350. I find it works great with most charsets (also affects hud). Experiment to see what works best for your resolution and your preference of how the fonts should look, try to keep the aspect ratio the same as your resolution aspect ratio.

Charset sources
	the-interceptor: http://gfx.quakeworld.nu/user/105/
	Moon[Drunk]: http://web.telia.com/~u47016112/quake/gfx_charsets.html
	phren: http://gfx.quakeworld.nu/user/200/
	angua: http://gfx.quakeworld.nu/details/93/
	dark100rm: http://gfx.quakeworld.nu/user/255/ 
	Def
	
5. Crosshair

The crosshair set by default is a crosshair from quake4. It is named 'crosshair-0'. Other available crosshairs are named as 'crosshair-x', where x is from 1 to 10. You can change them by editing the 'crosshairimage' line of the .cfg file if you want it to stick, or by putting 'crosshairimage crosshair-x' in the console.

Another thing you need to tweak is the 'crosshairsize' variable. In graph.cfg, it's set as '2'. It's what typically will work best with the default cross. If the crosshair appears too small or not detailed enough try changing it to 3 or 4. If it's too big or blurry, try changing to 1. Doesn't need to be an integer, though generally integers work best (or .5s). Experiment until all distortion is gone. :)

Finally, the colour of the crosshair. The colour I set is red. To set the colour, you can edit the 'crosshaircolor' line in the graph.cfg file. Here's the format of that command:
crosshaircolor "[red] [green] [blue]"
where [red]/[green]/[blue] can be numbers from 0 to 255. The command works the exact same way as hex coding of colours works for webpages (http://en.wikipedia.org/wiki/List_of_colors for a comprehensive list; the RGB column is what you would input instead of [red]/[green]/[blue]). For example, the default command in graph.cfg is crosshaircolor "200 0 0" (don't forget the double quotes!). Another cool one is yellow ("255 255 0"), green ("0 255 0") or highly contrasting cyan ("0 255 255"). Tweak to your liking!

Crosshair sources
	id and raven (q3 and q4)
	super: http://gfx.quakeworld.nu/user/147/
	phren: http://gfx.quakeworld.nu/user/200/
	deurk: http://gfx.quakeworld.nu/user/150/
	Def

6. Lits

The lit files are files that make your Quake lightning a lot spiffier. They are made on a per-map basis. The lits included in this pack are from the fuhquake site and need no tweaking. You however have to exec the graph.cfg, and your r_fullbright must be at 0 for the effect to be visible. To see just how awesome the change is, check out e1m1.

Some custom maps have .lit files provided. Stick them in the /lits folder for them to take effect. (Hellchepsout has a lit file, for example)

7. Skybox

This one's a problematic pick. There aren't really many skyboxes with the 'Quake' feel. I finally went for purple chaos as the default one, which is a skybox from Doom 3 recoloured. It looks pretty good and has a nice feel. Others have a quite different feel :).

The default skybox is named 'skybox-0'. Others are named as 'skybox-x', with x from 1 to 2. To change the skybox, use 'loadsky skybox-x'.

I have to say the skyboxes are the thing I don't know that well, because I'm content with the skybox-0 from this pack, and hence never really went around looking for more. If you know some awesome ones, let me know.

Some nice sources for different skyboxes: http://gfx.quakeworld.nu/browse/other/skyboxes/ ; http://wadfather.planethalflife.gamespy.com/index-new.htm 

Skybox sources
	Renzo: http://gfx.quakeworld.nu/user/202/
	PrimeviL + Doom 3 gfx team: http://gfx.quakeworld.nu/details/36/
	purplehaze: http://gfx.quakeworld.nu/user/199/
	
8. Hud

I've included three different huds. They are in folders textures/wad; textures/wad_1; textures/wad_2. The one named as 'textures/wad' is the folder currently used. To change the used hud, you need to rename textures/wad to something different (like textures/wad_0), then rename the desired textures/wad_x folder to textures/wad. A bit complicated, but what can you do...

The first, default hud is mostly faithful stuff. Usually by Moon[Drunk] with stuff from other authors I don't know.. :(

The wad_1 is the setup I use, heavily inspired by Quake III. Don't know the source, besides Moon[Drunk]...

The wad_2 is another setup altogether. By dark100rm: http://gfx.quakeworld.nu/user/255/ 

If the uncredited authors could step up, I'll add them to this text file.

9. Conback

This one is res-dependant, and so several versions of this one are in the package, marked with their proper resolution. conback.png (the base one) is 1280x960 (4:3 aspect ratio). All are in the gfx folder. Change accordingly, by renaming conback.png to something else and then naming the appropriate conback as a conback.png.

If you want to change that conback (why would you do that?? ;) ), you can check here for a few good ones: http://gfx.quakeworld.nu/browse/conbacks/

10. Weapon models

The weapon models and textures are mostly from the plague's pak: http://members.optusnet.com.au/~plaguespak/ with the exception of the axe texture, which is from an unknown source. No tweaking necessary. Though you might want r_drawviewmodel 1 and r_viewmodelsize at something different than 0. They should work perfectly up to fov 120, which should be sufficient for most people.

11. Skins

11.1 Monsters
The pack from from http://fvfonline.com/#downloads

11.2 Player
JoeQuake doesn't support colouring of high quality skins. The choice has been made to drop colouring and use a high-quality skin instead. If you want colouring back, change the appropriate line in the config to 'gl_nocolors 0' or write that in the console. gl_nocolors 1 will go to the high-res skin again.

Skin by PrimeviL.

12. Textures

Countless sources. No tweaking necessary.
	Quake Retexturing & Remodeling Project: http://facelift.quakedev.com/
	QRack pak: http://quakeone.com/qrack/download.php
	several other authors I do not know

13. Other

13.1 Water Transparency

GLQuake (and by extension joequake-gl) can render water transparency. It's on by default. However, some people have maps that haven't been watervised - if you use a map like this, the effect on any body of water will be unpleasant (the environment will look like it's 'bleeding' into the water, something dubbed the 'Hall of Mirrors' effect). The solution for those maps? Well, there are three:
  1) r_wateralpha 1 - will turn the transparency off
  2) r_novis 1 - this will let you use transparency, but is VERY heavy on the hardware, so avoid using this
  3) get watervised maps or watervis the maps yourself. All the custom maps added to the SDA archive are watervised. To get watervised maps of original Quake levels: http://speeddemosarchive.com/forum/index.php/topic,139.0.html ; The links are dead, but you can easily find the files by googling, for example here: http://www.atomicgamer.com/directory.php?id=3138 
     You can also ask us for the watervised maps.

13.2 Tweaks

Check here: http://speeddemosarchive.com/forum/index.php/topic,9898.msg276748.html#msg276748 and here: http://joequake.runecentral.com/features.html

13.3 More

Sooner or later you might want to change some things. Perhaps you like a part of the default hud and a part of a different hud? No problem, just copy the appropriate files between folders.

You also might want sources of different textures etc... bear in mind this list is anything but comprehensive.

the Quakeworld GFX, very good stuff: http://gfx.quakeworld.nu/
quakeworld.nu, especially the forum has a lot of nice things: http://www.quakeworld.nu/
Moon[Drunk]'s graphics: http://web.telia.com/~u47016112/quake/index.html
Ruohis, especially some nice huds: http://www.kolumbus.fi/ruohis/home.htm
QRP, already posted but won't hurt to do it again: http://facelift.quakedev.com/
